Alchemy

Alchemy is the primary study of the Alchemists, focusing on the manipulation of the ether and the alchemical energies that flow through it. The main focus of the skill is based upon drawing upon the latent alchemical energies via Symbology to direct the power of the alchemical primes and metals. Further aspects of Alchemy involve the extraction of the three primes; salt, sulphur, and mercury; from the earth itself, and synthesising these substances into various metals. The skilled practitioner of Alchemy will even find it possible to transmute flesh into varying substances, culminating in the ability to encase another completely in gold.

The power of symbology allows alchemists to tap into the ether and draw upon the alchemical energies of the primes and metals. Each symbol corresponds to one of the primes or metals, and each has a differing effect.The different symbols you may call upon become available with increased training in Alchemy.

See AB ALCHEMY LEAD as an example.

Metallurgy

Reduction to the six alchemical metals.

Lessons: 0

Syntax:

REDUCE <#> <metal> FROM <mineral>REDUCE <metal>

Required:

100 mana

Works against:

Cooldown:

2.75 seconds of balance

Details:

Reduction of the six alchemical metals from minerals is the first step in understanding the alchemical composition of all things. In order to perform the reduction, you must be standing within a transmutation laboratory in which you have permission to work.

Each mineral is composed of certain metals, so not all alchemical metals can be reduced from all minerals. REDUCE <metal> will reveal the minerals from which a given alchemical metal can be reduced.

Alchemical metals produced via metallurgy can also be manipulated by the name a<metal>. For example, agold or atin.

Primes

Isolation of alchemical primes.

Lessons: 0

Syntax:

ISOLATE <#> <prime> FROM <metal>ISOLATE <prime>

Required:

100 mana

Works against:

Cooldown:

2.75 seconds of balance

Details:

Isolation of alchemical primes from alchemical metals is the fundamental mark of a capable alchemist. In order to perform the isolation, you must be standing within a transmutation laboratory in which you have permission to work.

The three alchemical primes are: salt, sulphur, and mercury.

Each alchemical metal is composed of certain alchemical primes, so not all alchemical primes can be isolated from all alchemical metals. ISOLATE <prime> will reveal the alchemical metals from which a given alchemical prime can be isolated.

Alchemical primes produced via isolation can also be manipulated by the name a<prime>. For example, asalt or asulphur.

Lead

Density from the lowest of the metals.

Lessons: 0

Syntax:

EDUCE LEADEDUCE LEAD <target>

Required:

150 mana

Works against:

Adventurers and self

Cooldown:

2.00 seconds of equilibrium

Details:

Symbol: Two concentric circles.Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body. You may also target this at another adventurer flying in the sky above you, dragging them back to earth by drastically increasing their weight for a short time.

Seek

Find another through the ether.

Lessons: 6

Syntax:

ETHER SEEK <target>

Required:

20 mana

Works against:

Adventurers

Cooldown:

1.00 seconds of equilibrium

Details:

By folding a small window into the ether, you may seek the location of another.

Robes are the traditional garb of the alchemist, and alchemists may weave from the ether a set of specially crafted robes able to offer protection from damage.

ROBES SUMMON will weave a new set of robes from strands of the ether. ROBES CALL will return your robes to you, should they be lost.

Each pair of robes may be imbued with the symbols of up to four primes or metals, each offering protection from one type of damage. It is possible to imbue your robes from scratch using ROBES IMBUE WITH <symbols>, wiping away any previous imbuements and applying new ones. It is also possible to imbue a single "slot", using ROBES IMBUE SLOT <1-4> <symbol>. Finally, one may remove all symbols from their robes using ROBES CLEAR, and view the status of any slots using ROBES EXAMINE.

Note that a symbol may only appear once on a pair of robes, and using a symbol requires knowing the appropriate ability in Alchemy.

Symbol: Two isosceles triangles set base-to-base.The energy of iron will surround your target with flames possessing the cold bite of a sword.

Salt

The first prime will cleanse your body.

Lessons: 88

Syntax:

EDUCE SALT

Required:

200 mana

Works against:

Self

Cooldown:

3.00 seconds of equilibrium

Details:

Symbol: A bisected circle.The energy of salt, first of the primes, will purge your body of afflictions.This effect will be prevented if you labour under the stupidity affliction.

Tin

Tin will grant you a reflective barrier.

Lessons: 177

Syntax:

EDUCE TIN

Required:

500 mana

Works against:

Self

Cooldown:

3.00 seconds of equilibrium

Details:

Symbol: Two parallel line segments connected by diagonals.The energies of tin will raise a reflective barrier around your body, this will persist for the next two attacks, and will return a portion of the damage you would receive to your attacker.

Note that this is ineffective versus unblockable damage.

Copper

Shatter an enemy's defence with copper's energies.

Lessons: 288

Syntax:

EDUCE COPPER <target>

Required:

75 mana

Works against:

Adventurers and denizens

Cooldown:

2.30 seconds of equilibrium

Details:

Symbol: Two overlapping hexagons.The energies of copper will allow you to shatter an opponent's magical shield.

Extispicy

The future is found in unexpected places.

Lessons: 377

Syntax:

DISSECT <rat corpse>

Required:

100 mana

Works against:

Self

Cooldown:

4.00 seconds of balance

Details:

Though but simple vermin, the internal anatomy of rats is a sure indicator of future events. By dissecting and studying any rat found throughout the cities of Sapience, you may gain glimpses of what is yet to come, allowing an increased chance of critical strikes.

Sulphur

The second prime will quicken your healing.

Lessons: 422

Syntax:

EDUCE SULPHUR

Required:

350 mana

Works against:

Self

Cooldown:

4.00 seconds of equilibrium

Details:

Symbol: Two tangent semicircles.The energy of sulphur will allow you to metabolise health elixirs more efficiently, causing an increase in health gained. This effect will not last indefinitely, however.

Displace

Drag another through the ether.

Lessons: 511

Syntax:

ETHER DISPLACE <target>

Required:

500 mana

Works against:

Adventurers

Cooldown:

6.00 seconds of equilibrium

Details:

By funnelling a most precise amount of matter through the ether, you may draw another across an area to stand before you. This requires your target to remain within the same location until your attempt is completed. This will take some time, during which your concentration is required.

This ability bypasses monolith sigils when targeted at mutual allies, and works faster in this case.

Silver

The light of silver reveals all.

Lessons: 599

Syntax:

EDUCE SILVER <target>EDUCE SILVER

Required:

500 mana

Works against:

Adventurers

Cooldown:

5.00 seconds of equilibrium

Details:

Symbol: A crescent tangent to a line segment.The energy of silver will bathe another in a radiant light, negating the effects of shrouding for a time. This effect will last much longer if applied during the night.

If you do not specify a target, this ability will attempt to draw those who are astralformed, blackwinded, or phased in your location back to a physical state.

Phlogistication

Burn your enemy from the inside out.

Lessons: 702

Syntax:

PHLOGISTICATE <target>

Required:

400 mana

Works against:

Adventurers

Cooldown:

4.50 seconds of equilibrium

Details:

This ability will cause an enemy's internal anatomy to begin a controlled form of combustion for a time. Fuelled by the use of equilibrium, this will render moss and potash temporarily inert when eaten. Note that this effect will stack if your opponent is already off balance from eating moss or potash, but only to a limited ceiling.

This effect is mutually exclusive with that of vitrification.

Gold

The highest of the metals allows you to share your wisdom.

Lessons: 805

Syntax:

EDUCE GOLD <target> <2-5000>

Required:

500 mana

Works against:

Adventurers

Cooldown:

6.00 seconds of equilibrium

Details:

Symbol: A circumscribed star.Utilising the power of gold, the highest of the metals, you may transfer your willpower to another, with some restrictions. First, half of the willpower transferred will be lost. Second, if transferring willpower brings the Alchemist below half of his or her maximum, there is a chance that all willpower will be lost, and the beneficiary will gain none.

Etherchannel

Part the ether for expedient travel.

Lessons: 840

Syntax:

ETHERCHANNEL <anchor>

Required:

500 mana and 2 metals of the same element.

Works against:

Self

Cooldown:

4.00 seconds of equilibrium

Details:

This ability will allow an Alchemist to pass through the ether to any of the alchemical anchors across Sapience. Any action while channelling this ability will interrupt it.

Each city maintains, within an astronomical laboratory, an orrery specifically designed to resonate with the alchemical energies and the celestial bodies which share this affinity. It is possible to focus this orrery upon one of these celestial bodies, and once three alchemists from your city have done so, you may empower any non-forestal citizen with its power. This focus will be reset every Sarapin, when Ethian's Crossing disrupts the energies across Sapience. The focusing must be done from the appropriate laboratory, and the empowering may be done from anywhere.

This ability will cause an enemy's skin to partially transmutate into glass for a time. Abilities that use balance will cause bleeding, with the amount scaling upward with the length of balance loss.

This effect is mutually exclusive with that of phlogistication.

Decompound

A way to devolve Talisman Pieces into pure gold.

Lessons: 1438

Syntax:

DECOMPOUND <number> <Talisman piece name> <piece level>

Required:

You must be in an equipped metallurgic lab.

Works against:

Cooldown:

Details:

This ability allows the skilled alchemist to decompose talisman pieces into gold. The amount of gold produced is dependent on the rarity and level of the piece being decomposed.

Revivification

Grant life to the deceased.

Lessons: 1438

Syntax:

REVIVE <target>

Required:

400 mana

Works against:

Adventurers

Cooldown:

5.00 seconds of equilibrium

Details:

Using the alchemical energies and a catalyst of five pieces of the salt prime, you may return a corpse to life. Ensure that the corpse is whole and in good condition, lest the results be less than desirable.

Disrupt

Send ripples through the ether.

Lessons: 1587

Syntax:

ETHER DISRUPT

Required:

1500 mana

Works against:

Room

Cooldown:

10.00 seconds of equilibrium

Details:

By sending ripples through the ether, you may temporarily disrupt telepathic communications into and out of the surrounding area. This will require a long period during which you may not perform any actions, and comes with a very steep mana and willpower cost.

Aurification

Immortalise your enemies in gleaming gold.

Lessons: 1736

Syntax:

AURIFY <target>

Required:

250 mana

Works against:

Adventurers

Cooldown:

4.00 seconds of equilibrium

Details:

The pinnacle of offensive Alchemy, this ability will turn an enemy into a lovely golden statue if his or her health and mana are both at or below sixty percent of their maximums.